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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:19
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For comparison I did a quick pair of screenshots. This is with the standard Hires set:
P.S
I've used the most recent version of the native windows client (29-apr- 2002).
Attachment: screenshot-hires.png
This has been downloaded 515 time(s).
Last edited by CapTVK on 15-05-2002 at 22:41
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Maquiladora
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When i use the flag option --tiles civ2gfx_flags, the flags show normally but when i use the no flag option i get some strange graphic where the flag would normally be.
Attachment: flagbug.gif
This has been downloaded 390 time(s).
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:19
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Well found it, buried deep in an archive of my mail folder...
You'll have to tweak the flags.spec files a bit to make it work. Haven't tested this with 1.14 however.
quote:
Thank you for noticing the glitch...
I know where does it come from. The fact is, in order to position the shield accurately on top of the unit. I had to use _negative_ offset values in the shield specification
(that is the "x_top_left" on the spec file). Now, this is a hack, but it worked so far.
It seems that the client you used to make the snapshot behaves a little worse with negative offsets. The problem can be solved in different ways:
1) simply put the offset to 0 ("x_top_left=0") in the file shields.spec. This should solve it on any client, but would also move the shield 12 pixels on the right in the game, which looks bad, very bad!
It would also take to readjust the "shadow shield", the little extruding part of the shield that is used when more than one unit is stacked.
2) put the offset to 0 ("x_top_left=0") AND add 12 columns of empty black pixels at the left of the image "shields.png". This also solves the problem, and leaves the graphics as it should be. The "shield.png" file must be duplicated, enlarged with the 12 pixels, and included in the "Civ2gfx" package (also in the "shield.spec" file the line <> must be updated with <> of course). The only thing is that this way the CivIIgfx set would need a custom shield.png files, which means that every time someone will add some new shield it will take to manually adapt the file again...
3) adapt the client code to behave correctly with negative offset value (making it assume transparent all the pixels outside the image, in particular, the ones with negative coordinates).
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Don't know if option 3 has been solved since but 1 & 2 should work.
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Yog-Sothoth
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Trondheim, Norway
Sep 2000 time: 06:19
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I have converted the script to run under linux. It's seems to convert the files ok, but when i try to run "civclient --tiles civ2gfx" I get this error:
civclient: ../../client/tilespec.c:516: tilespec_lookup_sprite_tags: Assertion `sprites.road.dir[i] != ((void *)0)' failed.
Aborted
I've tried with both png and xpm files.
Y-S
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CapTVK
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Voorburg, the Netherlands, Europe
Jan 1970 time: 05:19
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quote: Originally posted by Yog-Sothoth
I have converted the script to run under linux. It's seems to convert the files ok, but when i try to run "civclient --tiles civ2gfx" I get this error:
civclient: ../../client/tilespec.c:516: tilespec_lookup_sprite_tags: Assertion `sprites.road.dir[i] != ((void *)0)' failed.
Aborted
I've tried with both png and xpm files.
Y-S |
You didn't have to reconvert script, it originated from Linux . The original can be found here:
http://arch.freeciv.org/freeciv-dev...3/msg00245.html
I guess you're using the CVS. There have been some changes in the isotrident which cause this.
quote:
Change which caused this:
date: 2001/09/14 07:35:09; author: rfalke; state: Exp; lines: +18 -19
Remove DIR_D[XY]2 and it's only user. The road and rail sprites in
isometric tilesets are now indexed by symbolic names in the
specfile. In the code the array is now indexed by DIR_D[XY].
Solution: perform changes like this on the spec file:
Index: terrain1.spec
==================================================
=================
RCS file: /home/freeciv/CVS/freeciv/data/hires/terrain1.spec,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -r1.3 -r1.4
--- terrain1.spec 2001/04/17 22:01:40 1.3
+++ terrain1.spec 2001/09/14 07:35:09 1.4
@@ -89,26 +89,25 @@
10, 3, "ts.whales"
10, 5, "ts.horses"
+;roads
+ 11, 1, "r.road_n"
+ 11, 2, "r.road_ne"
+ 11, 3, "r.road_e"
+ 11, 4, "r.road_se"
+ 11, 5, "r.road_s"
+ 11, 6, "r.road_sw"
+ 11, 7, "r.road_w"
+ 11, 8, "r.road_nw"
-;roads - we follow the the numbering of the DIR_D[XY] arrays
- 11, 1, "r.road0"
- 11, 2, "r.road1"
- 11, 3, "r.road2"
- 11, 4, "r.road3"
- 11, 5, "r.road4"
- 11, 6, "r.road5"
- 11, 7, "r.road6"
- 11, 8, "r.road7"
-
-;rails - we follow the the numbering of the DIR_D[XY] arrays
- 12, 1, "r.rail0"
- 12, 2, "r.rail1"
- 12, 3, "r.rail2"
- 12, 4, "r.rail3"
- 12, 5, "r.rail4"
- 12, 6, "r.rail5"
- 12, 7, "r.rail6"
- 12, 8, "r.rail7"
+;rails
+ 12, 1, "r.rail_n"
+ 12, 2, "r.rail_ne"
+ 12, 3, "r.rail_e"
+ 12, 4, "r.rail_se"
+ 12, 5, "r.rail_s"
+ 12, 6, "r.rail_sw"
+ 12, 7, "r.rail_w"
+ 12, 8, "r.rail_nw"
;add-ons
4, 7, "tx.farmland"
Raimar
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I guess it's time for the script and Civ2gfx to be updated.
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DarbyCrash
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did I do something wrong? No one has replied to my messed up graphics post. I really really want to play this. If anyone can help, please do.
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DarbyCrash
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thanks a lot for your assistance CapTVK.
I'll check all my video settings n' stuff, and if still no go, I'll report it.
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